[openrndr-demos] Improved DemoTessShader02
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@@ -1,17 +1,21 @@
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import org.openrndr.application
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.*
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import org.openrndr.draw.DrawPrimitive
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import org.openrndr.extras.camera.Orbital
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import org.openrndr.draw.Shader
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import org.openrndr.extras.meshgenerators.boxMesh
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import org.openrndr.draw.vertexBuffer
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import org.openrndr.math.Vector3
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import org.openrndr.draw.vertexFormat
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import org.openrndr.resourceUrl
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import org.openrndr.resourceUrl
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import org.openrndr.shape.Ellipse
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fun main() {
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fun main() {
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application {
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application {
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program {
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program {
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val ellipse = Ellipse(width/2.0, height/2.0, 100.0, 300.0).contour
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val vb = vertexBuffer(vertexFormat {
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val vb = vertexBuffer(vertexFormat {
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position(3)
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position(3)
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}, 12)
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}, ellipse.segments.size * 4)
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val shader = Shader.createFromUrls(
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val shader = Shader.createFromUrls(
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vsUrl = resourceUrl("/shaders/ts-02.vert"),
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vsUrl = resourceUrl("/shaders/ts-02.vert"),
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@@ -22,18 +26,13 @@ fun main() {
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)
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)
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vb.put {
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vb.put {
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write(Vector3(0.0, 0.0, 0.0))
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for (segment in ellipse.segments) {
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write(Vector3(100.0, 0.0, 0.0))
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val cubic = segment.cubic
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write(Vector3(140.0, 200.0, 0.0))
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write(cubic.start.xy0)
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write(Vector3(200.0, 300.0, 0.0))
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write(cubic.control[0].xy0)
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write(Vector3(0.0, 0.0, 0.0))
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write(cubic.control[1].xy0)
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write(Vector3(100.0, 0.0, 0.0))
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write(cubic.end.xy0)
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write(Vector3(140.0, 200.0, 0.0))
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}
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write(Vector3(200.0, 400.0, 0.0))
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write(Vector3(0.0, 0.0, 0.0))
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write(Vector3(100.0, 0.0, 0.0))
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write(Vector3(140.0, 200.0, 0.0))
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write(Vector3(200.0, 500.0, 0.0))
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}
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}
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extend {
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extend {
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@@ -43,6 +42,7 @@ fun main() {
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shader.uniform("view", drawer.view)
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shader.uniform("view", drawer.view)
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shader.uniform("proj", drawer.projection)
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shader.uniform("proj", drawer.projection)
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shader.uniform("model", drawer.model)
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shader.uniform("model", drawer.model)
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shader.uniform("resolution", ((mouse.position.x / width) * 63 + 1).toInt())
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driver.drawVertexBuffer(shader, listOf(vb), DrawPrimitive.PATCHES, 0, vb.vertexCount)
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driver.drawVertexBuffer(shader, listOf(vb), DrawPrimitive.PATCHES, 0, vb.vertexCount)
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shader.end()
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shader.end()
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}
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}
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